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https://github.com/zeldaret/oot.git
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Use defines for actor flags (#873)
* Add ACTOR_FLAG_ defines * Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere * Remove unused ACTOR_FLAG_* constants * actor flags in bigokuta & ko * actor flags in obj_mure * actor flags in stalfos, twinrova & ganon2 * actor flags in morpha & barinade * name some previously missed actor flags * found some comments using hex for actor flags * Actor flags in ovl_En_Ganon_Mant * Actor flags in EnWf * Flags in en_zf * Actor flags in BossGanon (FeelsOKMan) * Remove `ACTOR_FLAG_NONE` * Wrap expansion of `FLAGS` in parentheses * `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL` * Move `CHECK_FLAG_ALL` to `macros.h` * Run formatter
This commit is contained in:
parent
79220ba58a
commit
a9284494f2
439 changed files with 1342 additions and 1304 deletions
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@ -77,6 +77,8 @@
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#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
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#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
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#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
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#define LOG(exp, value, format, file, line) \
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do { \
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@ -100,6 +100,35 @@ typedef struct {
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/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
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} ActorShape; // size = 0x30
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#define ACTOR_FLAG_0 (1 << 0)
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#define ACTOR_FLAG_2 (1 << 2)
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#define ACTOR_FLAG_3 (1 << 3)
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#define ACTOR_FLAG_4 (1 << 4)
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#define ACTOR_FLAG_5 (1 << 5)
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#define ACTOR_FLAG_6 (1 << 6)
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#define ACTOR_FLAG_7 (1 << 7)
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#define ACTOR_FLAG_8 (1 << 8)
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#define ACTOR_FLAG_9 (1 << 9)
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#define ACTOR_FLAG_10 (1 << 10)
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#define ACTOR_FLAG_11 (1 << 11)
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#define ACTOR_FLAG_12 (1 << 12)
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#define ACTOR_FLAG_13 (1 << 13)
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#define ACTOR_FLAG_14 (1 << 14)
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#define ACTOR_FLAG_15 (1 << 15)
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#define ACTOR_FLAG_16 (1 << 16)
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#define ACTOR_FLAG_17 (1 << 17)
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#define ACTOR_FLAG_18 (1 << 18)
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#define ACTOR_FLAG_19 (1 << 19)
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#define ACTOR_FLAG_20 (1 << 20)
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#define ACTOR_FLAG_21 (1 << 21)
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#define ACTOR_FLAG_22 (1 << 22)
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#define ACTOR_FLAG_23 (1 << 23)
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#define ACTOR_FLAG_24 (1 << 24)
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#define ACTOR_FLAG_25 (1 << 25)
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#define ACTOR_FLAG_26 (1 << 26)
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#define ACTOR_FLAG_27 (1 << 27)
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#define ACTOR_FLAG_28 (1 << 28)
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typedef struct Actor {
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/* 0x000 */ s16 id; // Actor ID
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/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
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@ -62,7 +62,7 @@ void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) {
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if (dynaActor != NULL) {
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func_800434A8(dynaActor);
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if ((actor->flags & 0x4000000) == 0x4000000) {
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if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_26)) {
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func_80043538(dynaActor);
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}
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}
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@ -1300,8 +1300,9 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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DbCamera_SetTextValue(dbCamera->sub.lookAt[dbCamera->sub.unkIdx].cameraRoll, &D_8012D084[10], 3);
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func_8006376C(0x10, 0x16, (dbCamera->sub.unk_0A == 2) ? 7 : 4, D_8012D084);
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func_8006376C(0xF, 0x17, (dbCamera->sub.unk_0A == 3) ? 7 : 4,
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(dbCamera->sub.mode == 1) ? D_8012CF14
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: (dbCamera->sub.mode == 0) ? *D_8012CF18 : D_8012CFB0);
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(dbCamera->sub.mode == 1) ? D_8012CF14
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: (dbCamera->sub.mode == 0) ? *D_8012CF18
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: D_8012CFB0);
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if (dbCamera->sub.unk_0C) {
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D_8012D05C[80] = '>';
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} else {
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@ -1326,9 +1327,9 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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if (dbCamera->sub.mode != 1) {
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func_8006376C(3, 0x16,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144)
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? 7
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: !D_80161144 ? 4 : 3,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144) ? 7
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: !D_80161144 ? 4
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: 3,
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D_8012CF30);
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sp110 = 'X';
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DbCamera_SetTextValue(dbCamera->at.x, &sp111, 6);
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@ -1339,10 +1340,11 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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sp110 = 'Z';
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DbCamera_SetTextValue(dbCamera->at.z, &sp111, 6);
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func_8006376C(3, 0x19, 2, &sp110);
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func_8006376C(
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0x1E, 0x16,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7 : D_80161144 ? 4 : 3,
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D_8012CF34);
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func_8006376C(0x1E, 0x16,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7
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: D_80161144 ? 4
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: 3,
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D_8012CF34);
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sp110 = 'X';
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DbCamera_SetTextValue(dbCamera->eye.x, &sp111, 6);
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func_8006376C(0x1E, 0x17, 2, &sp110);
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@ -1357,9 +1359,9 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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OLib_Vec3fDiffToVecSphGeo(&spFC, sp90, sp7C);
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spFC.yaw -= cam->playerPosRot.rot.y;
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func_8006376C(3, 0x16,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144)
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? 7
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: !D_80161144 ? 4 : 3,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && !D_80161144) ? 7
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: !D_80161144 ? 4
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: 3,
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D_8012CF30);
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DbCamera_SetTextValue(spFC.pitch * 0.00549325f, &D_8012D0E4[10], 4);
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func_8006376C(3, 0x17, 3, D_8012D0E4);
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@ -1369,10 +1371,11 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
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func_8006376C(3, 0x19, 3, D_8012D0D4);
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OLib_Vec3fDiffToVecSphGeo(&spFC, sp90, sp80);
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spFC.yaw -= cam->playerPosRot.rot.y;
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func_8006376C(
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0x1E, 0x16,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7 : D_80161144 ? 4 : 3,
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D_8012CF34);
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func_8006376C(0x1E, 0x16,
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((dbCamera->sub.unk_08 == 1) && (dbCamera->sub.unk_0A == 4) && D_80161144) ? 7
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: D_80161144 ? 4
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: 3,
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D_8012CF34);
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DbCamera_SetTextValue(spFC.pitch * 0.00549325f, &D_8012D0E4[10], 4);
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func_8006376C(0x1C, 0x17, 3, D_8012D0E4);
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DbCamera_SetTextValue(spFC.yaw * 0.00549325f, &D_8012D0F8[10], 4);
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@ -710,11 +710,10 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
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Gfillrect setscissor = ptr->fillrect;
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const char* modeStr;
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modeStr = (setscissor.pad == G_SC_NON_INTERLACE)
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? "G_SC_NON_INTERLACE"
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: (setscissor.pad == G_SC_ODD_INTERLACE)
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? "G_SC_ODD_INTERLACE"
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: (setscissor.pad == G_SC_EVEN_INTERLACE) ? "G_SC_EVEN_INTERLACE" : "???";
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modeStr = (setscissor.pad == G_SC_NON_INTERLACE) ? "G_SC_NON_INTERLACE"
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: (setscissor.pad == G_SC_ODD_INTERLACE) ? "G_SC_ODD_INTERLACE"
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: (setscissor.pad == G_SC_EVEN_INTERLACE) ? "G_SC_EVEN_INTERLACE"
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: "???";
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if ((setscissor.x0frac | setscissor.y0frac | setscissor.x1frac | setscissor.y1frac)) {
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if (1) {}
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@ -740,12 +739,15 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
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u32 siz = ((curGfx->words.w0 & 0x180000) >> 0x13) & 0xFF;
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DISAS_LOG("gsDPSetColorImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x) ),",
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(fmt == G_IM_FMT_RGBA)
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? "RGBA"
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: (fmt == G_IM_FMT_YUV) ? "YUV"
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: (fmt == G_IM_FMT_CI) ? "CI" : (fmt == G_IM_FMT_IA) ? "IA" : "I",
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(siz == G_IM_SIZ_4b) ? "4b"
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: (siz == G_IM_SIZ_8b) ? "8b" : (siz == G_IM_SIZ_16b) ? "16b" : "32b",
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(fmt == G_IM_FMT_RGBA) ? "RGBA"
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: (fmt == G_IM_FMT_YUV) ? "YUV"
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: (fmt == G_IM_FMT_CI) ? "CI"
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: (fmt == G_IM_FMT_IA) ? "IA"
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: "I",
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(siz == G_IM_SIZ_4b) ? "4b"
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: (siz == G_IM_SIZ_8b) ? "8b"
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: (siz == G_IM_SIZ_16b) ? "16b"
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: "32b",
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(curGfx->dma.len & 0xFFF) + 1, curGfx->setimg.dram, addr);
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if (this->pipeSyncRequired) {
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@ -768,12 +770,15 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
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u32 siz = ((curGfx->words.w0 & 0x180000) >> 0x13) & 0xFF;
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DISAS_LOG("gsDPSetTextureImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x)),",
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(fmt == G_IM_FMT_RGBA)
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? "RGBA"
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: (fmt == G_IM_FMT_YUV) ? "YUV"
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: (fmt == G_IM_FMT_CI) ? "CI" : (fmt == G_IM_FMT_IA) ? "IA" : "I",
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(siz == G_IM_SIZ_4b) ? "4b"
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: (siz == G_IM_SIZ_8b) ? "8b" : (siz == G_IM_SIZ_16b) ? "16b" : "32b",
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(fmt == G_IM_FMT_RGBA) ? "RGBA"
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: (fmt == G_IM_FMT_YUV) ? "YUV"
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: (fmt == G_IM_FMT_CI) ? "CI"
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: (fmt == G_IM_FMT_IA) ? "IA"
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: "I",
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(siz == G_IM_SIZ_4b) ? "4b"
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: (siz == G_IM_SIZ_8b) ? "8b"
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: (siz == G_IM_SIZ_16b) ? "16b"
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: "32b",
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(curGfx->dma.len & 0xFFF) + 1, curGfx->setimg.dram, addr);
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} break;
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@ -989,15 +994,11 @@ void UCodeDisas_Disassemble(UCodeDisas* this, GfxMod* ptr) {
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case G_MODIFYVTX: {
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DISAS_LOG("gsSPModifyVertex(%d, %s, %08x),", curGfx->dma.par,
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(curGfx->dma.len == G_MWO_POINT_RGBA)
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? "G_MWO_POINT_RGBA"
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: (curGfx->dma.len == G_MWO_POINT_ST)
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? "G_MWO_POINT_ST"
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: (curGfx->dma.len == G_MWO_POINT_XYSCREEN)
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? "G_MWO_POINT_XYSCREEN"
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: (curGfx->dma.len == G_MWO_POINT_ZSCREEN)
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? "G_MWO_POINT_ZSCREEN"
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: "G_MWO_POINT_????",
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(curGfx->dma.len == G_MWO_POINT_RGBA) ? "G_MWO_POINT_RGBA"
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: (curGfx->dma.len == G_MWO_POINT_ST) ? "G_MWO_POINT_ST"
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: (curGfx->dma.len == G_MWO_POINT_XYSCREEN) ? "G_MWO_POINT_XYSCREEN"
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: (curGfx->dma.len == G_MWO_POINT_ZSCREEN) ? "G_MWO_POINT_ZSCREEN"
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: "G_MWO_POINT_????",
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curGfx->dma.addr);
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this->vtxCnt += curGfx->dma.par;
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this->spvtxCnt++;
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@ -391,7 +391,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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}
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actor = targetCtx->unk_94;
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if ((actor != NULL) && !(actor->flags & 0x8000000)) {
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if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_27)) {
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NaviColor* naviColor = &sNaviColorList[actor->category];
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x7);
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@ -484,7 +484,8 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Gl
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targetCtx->unk_48 = 0;
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}
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lockOnSfxId = ((actorArg->flags & 5) == 5) ? NA_SE_SY_LOCK_ON : NA_SE_SY_LOCK_ON_HUMAN;
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lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON
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: NA_SE_SY_LOCK_ON_HUMAN;
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func_80078884(lockOnSfxId);
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}
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@ -762,7 +763,7 @@ s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx) {
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void Actor_Kill(Actor* actor) {
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actor->draw = NULL;
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actor->update = NULL;
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actor->flags &= ~0x1;
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actor->flags &= ~ACTOR_FLAG_0;
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}
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void Actor_SetWorldToHome(Actor* actor) {
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@ -999,8 +1000,8 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
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hookshot->grabbedDistDiff.x = 0.0f;
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hookshot->grabbedDistDiff.y = 0.0f;
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hookshot->grabbedDistDiff.z = 0.0f;
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actorB->flags |= 0x2000;
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actorA->flags &= ~0x2000;
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actorB->flags |= ACTOR_FLAG_13;
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actorA->flags &= ~ACTOR_FLAG_13;
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}
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void func_8002DE74(GlobalContext* globalCtx, Player* player) {
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@ -1435,7 +1436,7 @@ f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) {
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s16 yawTempAbs = ABS(yawTemp);
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if (player->unk_664 != NULL) {
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if ((yawTempAbs > 0x4000) || (actor->flags & 0x8000000)) {
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if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_27)) {
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return FLT_MAX;
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} else {
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f32 ret =
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@ -1471,7 +1472,7 @@ u32 func_8002F090(Actor* actor, f32 arg1) {
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}
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s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
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if ((actor->update == NULL) || !(actor->flags & 1)) {
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if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_0)) {
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return true;
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}
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@ -1493,8 +1494,8 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
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}
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u32 Actor_ProcessTalkRequest(Actor* actor, GlobalContext* globalCtx) {
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if (actor->flags & 0x100) {
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actor->flags &= ~0x100;
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if (actor->flags & ACTOR_FLAG_8) {
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actor->flags &= ~ACTOR_FLAG_8;
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return true;
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}
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@ -1505,7 +1506,7 @@ s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u3
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Player* player = GET_PLAYER(globalCtx);
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// This is convoluted but it seems like it must be a single if statement to match
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if ((player->actor.flags & 0x100) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(globalCtx)) ||
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if ((player->actor.flags & ACTOR_FLAG_8) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(globalCtx)) ||
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(!actor->isTargeted &&
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((arg3 < fabsf(actor->yDistToPlayer)) || (player->targetActorDistance < actor->xzDistToPlayer) ||
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(arg2 < actor->xzDistToPlayer)))) {
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@ -1708,30 +1709,30 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) {
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void func_8002F8F0(Actor* actor, u16 sfxId) {
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actor->sfx = sfxId;
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actor->flags |= 0x80000;
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actor->flags &= ~0x10300000;
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actor->flags |= ACTOR_FLAG_19;
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actor->flags &= ~(ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
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}
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void func_8002F91C(Actor* actor, u16 sfxId) {
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actor->sfx = sfxId;
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actor->flags |= 0x100000;
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actor->flags &= ~0x10280000;
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actor->flags |= ACTOR_FLAG_20;
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
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}
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void func_8002F948(Actor* actor, u16 sfxId) {
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actor->sfx = sfxId;
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actor->flags |= 0x200000;
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actor->flags &= ~0x10180000;
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actor->flags |= ACTOR_FLAG_21;
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_28);
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}
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void func_8002F974(Actor* actor, u16 sfxId) {
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actor->flags &= ~0x10380000;
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21 | ACTOR_FLAG_28);
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actor->sfx = sfxId;
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}
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void func_8002F994(Actor* actor, s32 arg1) {
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actor->flags |= 0x10000000;
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actor->flags &= ~0x00380000;
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actor->flags |= ACTOR_FLAG_28;
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actor->flags &= ~(ACTOR_FLAG_19 | ACTOR_FLAG_20 | ACTOR_FLAG_21);
|
||||
if (arg1 < 40) {
|
||||
actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG;
|
||||
} else if (arg1 < 100) {
|
||||
|
@ -2029,7 +2030,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
|
|||
sp80 = &D_80116068[0];
|
||||
|
||||
if (player->stateFlags2 & 0x8000000) {
|
||||
unkFlag = 0x2000000;
|
||||
unkFlag = ACTOR_FLAG_25;
|
||||
}
|
||||
|
||||
if ((player->stateFlags1 & 0x40) && ((player->actor.textId & 0xFF00) != 0x600)) {
|
||||
|
@ -2076,9 +2077,9 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
|
|||
actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->yDistToPlayer);
|
||||
|
||||
actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &player->actor);
|
||||
actor->flags &= ~0x1000000;
|
||||
actor->flags &= ~ACTOR_FLAG_24;
|
||||
|
||||
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & 0x50)) {
|
||||
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_4 | ACTOR_FLAG_6))) {
|
||||
if (actor == player->unk_664) {
|
||||
actor->isTargeted = true;
|
||||
} else {
|
||||
|
@ -2160,10 +2161,10 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
|
|||
|
||||
lights = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
|
||||
|
||||
Lights_BindAll(lights, globalCtx->lightCtx.listHead, (actor->flags & 0x400000) ? NULL : &actor->world.pos);
|
||||
Lights_BindAll(lights, globalCtx->lightCtx.listHead, (actor->flags & ACTOR_FLAG_22) ? NULL : &actor->world.pos);
|
||||
Lights_Draw(lights, globalCtx->state.gfxCtx);
|
||||
|
||||
if (actor->flags & 0x1000) {
|
||||
if (actor->flags & ACTOR_FLAG_12) {
|
||||
func_800D1694(actor->world.pos.x + globalCtx->mainCamera.skyboxOffset.x,
|
||||
actor->world.pos.y +
|
||||
(f32)((actor->shape.yOffset * actor->scale.y) + globalCtx->mainCamera.skyboxOffset.y),
|
||||
|
@ -2217,13 +2218,13 @@ void Actor_Draw(GlobalContext* globalCtx, Actor* actor) {
|
|||
}
|
||||
|
||||
void func_80030ED8(Actor* actor) {
|
||||
if (actor->flags & 0x80000) {
|
||||
if (actor->flags & ACTOR_FLAG_19) {
|
||||
Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
|
||||
} else if (actor->flags & 0x100000) {
|
||||
} else if (actor->flags & ACTOR_FLAG_20) {
|
||||
func_80078884(actor->sfx);
|
||||
} else if (actor->flags & 0x200000) {
|
||||
} else if (actor->flags & ACTOR_FLAG_21) {
|
||||
func_800788CC(actor->sfx);
|
||||
} else if (actor->flags & 0x10000000) {
|
||||
} else if (actor->flags & ACTOR_FLAG_28) {
|
||||
func_800F4C58(&D_801333D4, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
|
||||
} else {
|
||||
func_80078914(&actor->projectedPos, actor->sfx);
|
||||
|
@ -2372,17 +2373,17 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
|
|||
|
||||
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(70) == 0)) {
|
||||
if (func_800314B0(globalCtx, actor)) {
|
||||
actor->flags |= 0x40;
|
||||
actor->flags |= ACTOR_FLAG_6;
|
||||
} else {
|
||||
actor->flags &= ~0x40;
|
||||
actor->flags &= ~ACTOR_FLAG_6;
|
||||
}
|
||||
}
|
||||
|
||||
actor->isDrawn = false;
|
||||
|
||||
if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
|
||||
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & 0x60)) {
|
||||
if ((actor->flags & 0x80) &&
|
||||
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
|
||||
if ((actor->flags & ACTOR_FLAG_7) &&
|
||||
((globalCtx->roomCtx.curRoom.showInvisActors == 0) || (globalCtx->actorCtx.unk_03 != 0) ||
|
||||
(actor->room != globalCtx->roomCtx.curRoom.num))) {
|
||||
ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX,
|
||||
|
@ -2889,11 +2890,11 @@ void func_800328D4(GlobalContext* globalCtx, ActorContext* actorCtx, Player* pla
|
|||
sp84 = player->unk_664;
|
||||
|
||||
while (actor != NULL) {
|
||||
if ((actor->update != NULL) && ((Player*)actor != player) && ((actor->flags & 1) == 1)) {
|
||||
if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0)) {
|
||||
|
||||
// This block below is for determining the closest actor to player in determining the volume
|
||||
// used while playing enemy bgm music
|
||||
if ((actorCategory == ACTORCAT_ENEMY) && ((actor->flags & 5) == 5) &&
|
||||
if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) &&
|
||||
(actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sbgmEnemyDistSq)) {
|
||||
actorCtx->targetCtx.bgmEnemy = actor;
|
||||
sbgmEnemyDistSq = actor->xyzDistToPlayerSq;
|
||||
|
@ -3845,10 +3846,10 @@ s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
|
|||
}
|
||||
|
||||
if (arg3 < var) {
|
||||
actor->flags &= ~1;
|
||||
actor->flags &= ~ACTOR_FLAG_0;
|
||||
Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1);
|
||||
} else {
|
||||
actor->flags |= 1;
|
||||
actor->flags |= ACTOR_FLAG_0;
|
||||
Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1);
|
||||
}
|
||||
|
||||
|
|
|
@ -1690,9 +1690,9 @@ s32 Camera_Normal2(Camera* camera) {
|
|||
anim->unk_20 = BGCAM_ROT(bgData).x;
|
||||
anim->unk_22 = BGCAM_ROT(bgData).y;
|
||||
anim->unk_24 = playerPosRot->pos.y;
|
||||
anim->unk_1C = BGCAM_FOV(bgData) == -1
|
||||
? norm2->unk_14
|
||||
: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData)) : BGCAM_FOV(bgData);
|
||||
anim->unk_1C = BGCAM_FOV(bgData) == -1 ? norm2->unk_14
|
||||
: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData))
|
||||
: BGCAM_FOV(bgData);
|
||||
|
||||
anim->unk_28 = BGCAM_JFIFID(bgData) == -1 ? 0 : BGCAM_JFIFID(bgData);
|
||||
|
||||
|
@ -2923,7 +2923,9 @@ s32 Camera_Battle1(Camera* camera) {
|
|||
}
|
||||
anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
|
||||
camera->roll = DEGF_TO_BINANG(anim->roll);
|
||||
camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) *
|
||||
camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f
|
||||
: gSaveContext.health <= 0x10 ? 0.8f
|
||||
: 1.0f) *
|
||||
(fov - ((fov * 0.05f) * distRatio)),
|
||||
camera->fov, camera->fovUpdateRate, 1.0f);
|
||||
}
|
||||
|
|
|
@ -151,19 +151,15 @@ void func_8006390C(Input* input) {
|
|||
gGameInfo->dpadLast = dpad;
|
||||
}
|
||||
|
||||
increment = CHECK_BTN_ANY(dpad, BTN_DRIGHT)
|
||||
? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B)
|
||||
? 1000
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_A)
|
||||
? 100
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_B) ? 10 : 1)
|
||||
: CHECK_BTN_ANY(dpad, BTN_DLEFT)
|
||||
? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B)
|
||||
? -1000
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_A)
|
||||
? -100
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_B) ? -10 : -1)
|
||||
: 0;
|
||||
increment = CHECK_BTN_ANY(dpad, BTN_DRIGHT) ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B) ? 1000
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_A) ? 100
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_B) ? 10
|
||||
: 1)
|
||||
: CHECK_BTN_ANY(dpad, BTN_DLEFT) ? (CHECK_BTN_ALL(input->cur.button, BTN_A | BTN_B) ? -1000
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_A) ? -100
|
||||
: CHECK_BTN_ALL(input->cur.button, BTN_B) ? -10
|
||||
: -1)
|
||||
: 0;
|
||||
|
||||
gGameInfo->data[gGameInfo->regCur + regGroup] += increment;
|
||||
if (CHECK_BTN_ANY(dpad, BTN_DUP)) {
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#include "vt.h"
|
||||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnAObj_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -140,7 +140,7 @@ void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
break;
|
||||
case A_OBJ_UNKNOWN_6:
|
||||
// clang-format off
|
||||
thisx->flags |= 0x1; this->dyna.bgId = 5; this->focusYoffset = 10.0f;
|
||||
thisx->flags |= ACTOR_FLAG_0; this->dyna.bgId = 5; this->focusYoffset = 10.0f;
|
||||
// clang-format on
|
||||
thisx->gravity = -2.0f;
|
||||
EnAObj_SetupWaitTalk(this, thisx->params);
|
||||
|
@ -154,7 +154,7 @@ void EnAObj_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
case A_OBJ_SIGNPOST_ARROW:
|
||||
thisx->textId = (this->textId & 0xFF) | 0x300;
|
||||
// clang-format off
|
||||
thisx->flags |= 0x1 | 0x8; thisx->targetArrowOffset = 500.0f;
|
||||
thisx->flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3; thisx->targetArrowOffset = 500.0f;
|
||||
// clang-format on
|
||||
this->focusYoffset = 45.0f;
|
||||
EnAObj_SetupWaitTalk(this, thisx->params);
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnItem00_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -1166,7 +1166,7 @@ EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, s16 pa
|
|||
(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
|
||||
spawnedActor->actor.room = -1;
|
||||
}
|
||||
spawnedActor->actor.flags |= 0x0010;
|
||||
spawnedActor->actor.flags |= ACTOR_FLAG_4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1198,7 +1198,7 @@ EnItem00* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, s16 p
|
|||
spawnedActor->actor.speedXZ = 0.0f;
|
||||
spawnedActor->actor.gravity = param4000 ? 0.0f : -0.9f;
|
||||
spawnedActor->actor.world.rot.y = Rand_CenteredFloat(65536.0f);
|
||||
spawnedActor->actor.flags |= 0x0010;
|
||||
spawnedActor->actor.flags |= ACTOR_FLAG_4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1310,7 +1310,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
|
|||
spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
|
||||
Actor_SetScale(&spawnedActor->actor, 0.0f);
|
||||
EnItem00_SetupAction(spawnedActor, func_8001E304);
|
||||
spawnedActor->actor.flags |= 0x0010;
|
||||
spawnedActor->actor.flags |= ACTOR_FLAG_4;
|
||||
if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
|
||||
(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
|
||||
(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#include "global.h"
|
||||
|
||||
#define FLAGS 0x06000035
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_26)
|
||||
|
||||
void (*sPlayerCallInitFunc)(Actor* thisx, GlobalContext* globalCtx);
|
||||
void (*sPlayerCallDestroyFunc)(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -1253,7 +1253,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
|
|||
Matrix_Get(&sp14C);
|
||||
Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0);
|
||||
|
||||
if (hookedActor->flags & 0x20000) {
|
||||
if (hookedActor->flags & ACTOR_FLAG_17) {
|
||||
hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x;
|
||||
} else {
|
||||
hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y;
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#include "z_arms_hook.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void ArmsHook_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void ArmsHook_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -77,7 +77,7 @@ void ArmsHook_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
|||
ArmsHook* this = (ArmsHook*)thisx;
|
||||
|
||||
if (this->grabbed != NULL) {
|
||||
this->grabbed->flags &= ~0x2000;
|
||||
this->grabbed->flags &= ~ACTOR_FLAG_13;
|
||||
}
|
||||
Collider_DestroyQuad(globalCtx, &this->collider);
|
||||
}
|
||||
|
@ -113,7 +113,7 @@ s32 ArmsHook_AttachToPlayer(ArmsHook* this, Player* player) {
|
|||
|
||||
void ArmsHook_DetachHookFromActor(ArmsHook* this) {
|
||||
if (this->grabbed != NULL) {
|
||||
this->grabbed->flags &= ~0x2000;
|
||||
this->grabbed->flags &= ~ACTOR_FLAG_13;
|
||||
this->grabbed = NULL;
|
||||
}
|
||||
}
|
||||
|
@ -122,7 +122,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
|
|||
Player* player = (Player*)this->actor.parent;
|
||||
|
||||
if (Player_HoldsHookshot(player)) {
|
||||
if ((player->itemActionParam != player->heldItemActionParam) || ((player->actor.flags & 0x100)) ||
|
||||
if ((player->itemActionParam != player->heldItemActionParam) || (player->actor.flags & ACTOR_FLAG_8) ||
|
||||
((player->stateFlags1 & 0x4000080))) {
|
||||
this->timer = 0;
|
||||
ArmsHook_DetachHookFromActor(this);
|
||||
|
@ -134,7 +134,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
|
|||
}
|
||||
|
||||
void ArmsHook_AttachHookToActor(ArmsHook* this, Actor* actor) {
|
||||
actor->flags |= 0x2000;
|
||||
actor->flags |= ACTOR_FLAG_13;
|
||||
this->grabbed = actor;
|
||||
Math_Vec3f_Diff(&actor->world.pos, &this->actor.world.pos, &this->grabbedDistDiff);
|
||||
}
|
||||
|
@ -173,10 +173,10 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
|
|||
if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
|
||||
(this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
|
||||
touchedActor = this->collider.base.at;
|
||||
if ((touchedActor->update != NULL) && (touchedActor->flags & 0x600)) {
|
||||
if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_9 | ACTOR_FLAG_10))) {
|
||||
if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) {
|
||||
ArmsHook_AttachHookToActor(this, touchedActor);
|
||||
if ((touchedActor->flags & 0x400) == 0x400) {
|
||||
if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_10)) {
|
||||
func_80865044(this);
|
||||
}
|
||||
}
|
||||
|
@ -187,7 +187,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
|
|||
} else if (DECR(this->timer) == 0) {
|
||||
grabbed = this->grabbed;
|
||||
if (grabbed != NULL) {
|
||||
if ((grabbed->update == NULL) || (grabbed->flags & 0x2000) != 0x2000) {
|
||||
if ((grabbed->update == NULL) || !CHECK_FLAG_ALL(grabbed->flags, ACTOR_FLAG_13)) {
|
||||
grabbed = NULL;
|
||||
this->grabbed = NULL;
|
||||
} else if (this->actor.child != NULL) {
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_arrow_fire.h"
|
||||
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
||||
|
||||
#define FLAGS 0x02000010
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
|
||||
|
||||
void ArrowFire_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void ArrowFire_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
|
||||
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
||||
|
||||
#define FLAGS 0x02000010
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
|
||||
|
||||
void ArrowIce_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void ArrowIce_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
|
||||
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
||||
|
||||
#define FLAGS 0x02000010
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
|
||||
|
||||
void ArrowLight_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void ArrowLight_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_bdan_objects.h"
|
||||
#include "objects/object_bdan_objects/object_bdan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgBdanObjects_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgBdanObjects_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -114,7 +114,7 @@ void BgBdanObjects_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->switchFlag = (thisx->params >> 8) & 0x3F;
|
||||
thisx->params &= 0xFF;
|
||||
if (thisx->params == 2) {
|
||||
thisx->flags |= 0x30;
|
||||
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
|
||||
globalCtx->colCtx.colHeader->waterBoxes[7].ySurface = thisx->world.pos.y;
|
||||
this->actionFunc = func_8086C9A8;
|
||||
return;
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_bdan_switch.h"
|
||||
#include "objects/object_bdan_objects/object_bdan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgBdanSwitch_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgBdanSwitch_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -160,7 +160,7 @@ void BgBdanSwitch_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
case YELLOW_TALL_1:
|
||||
case YELLOW_TALL_2:
|
||||
BgBdanSwitch_InitCollision(this, globalCtx);
|
||||
this->dyna.actor.flags |= 1;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_0;
|
||||
this->dyna.actor.targetMode = 4;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "objects/object_bowl/object_bowl.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgBomGuard_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgBomGuard_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_bombwall.h"
|
||||
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
|
||||
|
||||
#define FLAGS 0x00400000
|
||||
#define FLAGS ACTOR_FLAG_22
|
||||
|
||||
void BgBombwall_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgBombwall_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
#include "objects/object_bowl/object_bowl.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgBowlWall_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgBowlWall_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "objects/object_bwall/object_bwall.h"
|
||||
#include "objects/object_kingdodongo/object_kingdodongo.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ CollisionHeader* colHeader;
|
||||
|
@ -208,7 +208,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, GlobalContext* globalCtx) {
|
|||
|
||||
this->dyna.actor.objBankIndex = this->bankIndex;
|
||||
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
|
||||
this->dyna.actor.flags &= ~0x10;
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
||||
this->dyna.actor.draw = BgBreakwall_Draw;
|
||||
CollisionHeader_GetVirtual(sBombableWallInfo[wallType].colHeader, &colHeader);
|
||||
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_ddan_jd.h"
|
||||
#include "objects/object_ddan_objects/object_ddan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgDdanJd_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgDdanJd_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_ddan_kd.h"
|
||||
#include "objects/object_ddan_objects/object_ddan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgDdanKd_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgDdanKd_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "overlays/actors/ovl_En_Bom/z_en_bom.h"
|
||||
#include "objects/object_ddan_objects/object_ddan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgDodoago_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgDodoago_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
#include "scenes/indoors/yousei_izumi_yoko/yousei_izumi_yoko_scene.h"
|
||||
#include "scenes/indoors/daiyousei_izumi/daiyousei_izumi_scene.h"
|
||||
|
||||
#define FLAGS 0x02000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25)
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ FAIRY_UPGRADE_MAGIC,
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
typedef enum {
|
||||
/* 0x00 */ FLASH_NONE,
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_spot01_matoyab/object_spot01_matoyab.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgGateShutter_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgGateShutter_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_gjyo_objects/object_gjyo_objects.h"
|
||||
#include "scenes/dungeons/ganon_tou/ganon_tou_scene.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgGjyoBridge_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgGjyoBridge_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_gnd_darkmeiro.h"
|
||||
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgGndDarkmeiro_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgGndDarkmeiro_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -55,7 +55,7 @@ void BgGndDarkmeiro_Init(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
switch (this->dyna.actor.params & 0xFF) {
|
||||
case DARKMEIRO_INVISIBLE_PATH:
|
||||
this->dyna.actor.draw = BgGndDarkmeiro_DrawInvisiblePath;
|
||||
this->dyna.actor.flags |= 0x80;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_7;
|
||||
break;
|
||||
case DARKMEIRO_CLEAR_BLOCK:
|
||||
CollisionHeader_GetVirtual(&gClearBlockCol, &colHeader);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_gnd_firemeiro.h"
|
||||
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgGndFiremeiro_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgGndFiremeiro_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_gnd_iceblock.h"
|
||||
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ GNDICE_IDLE,
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_gnd_nisekabe.h"
|
||||
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgGndNisekabe_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgGndNisekabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -40,9 +40,9 @@ void BgGndNisekabe_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
BgGndNisekabe* this = (BgGndNisekabe*)thisx;
|
||||
|
||||
if (globalCtx->actorCtx.unk_03 != 0) {
|
||||
this->actor.flags |= 0x80;
|
||||
this->actor.flags |= ACTOR_FLAG_7;
|
||||
} else {
|
||||
this->actor.flags &= ~0x80;
|
||||
this->actor.flags &= ~ACTOR_FLAG_7;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -55,7 +55,7 @@ void BgGndNisekabe_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
BgGndNisekabe* this = (BgGndNisekabe*)thisx;
|
||||
u32 index = this->actor.params & 0xFF;
|
||||
|
||||
if ((this->actor.flags & 0x80) == 0x80) {
|
||||
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
|
||||
Gfx_DrawDListXlu(globalCtx, dLists[index]);
|
||||
} else {
|
||||
Gfx_DrawDListOpa(globalCtx, dLists[index]);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
|
||||
#include "global.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgGndSoulmeiro_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgGndSoulmeiro_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_haka.h"
|
||||
#include "objects/object_haka/object_haka.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHaka_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHaka_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
// general purpose timer
|
||||
#define vTimer actionVar1
|
||||
|
@ -97,7 +97,7 @@ void BgHakaGate_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc = BgHakaGate_FalseSkull;
|
||||
}
|
||||
this->vScrollTimer = Rand_ZeroOne() * 20.0f;
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
if (Flags_GetSwitch(globalCtx, this->switchFlag)) {
|
||||
this->vFlameScale = 350;
|
||||
}
|
||||
|
@ -124,7 +124,7 @@ void BgHakaGate_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc = BgHakaGate_DoNothing;
|
||||
thisx->world.pos.y += 80.0f;
|
||||
} else {
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
Actor_SetFocus(thisx, 30.0f);
|
||||
this->actionFunc = BgHakaGate_GateWait;
|
||||
}
|
||||
|
@ -274,7 +274,7 @@ void BgHakaGate_GateWait(BgHakaGate* this, GlobalContext* globalCtx) {
|
|||
void BgHakaGate_GateOpen(BgHakaGate* this, GlobalContext* globalCtx) {
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 80.0f, 1.0f)) {
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
|
||||
this->dyna.actor.flags &= ~0x10;
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
||||
this->actionFunc = BgHakaGate_DoNothing;
|
||||
} else {
|
||||
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
|
||||
|
@ -292,9 +292,9 @@ void BgHakaGate_FalseSkull(BgHakaGate* this, GlobalContext* globalCtx) {
|
|||
Math_StepToS(&this->vFlameScale, 350, 20);
|
||||
}
|
||||
if (globalCtx->actorCtx.unk_03) {
|
||||
this->dyna.actor.flags |= 0x80;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_7;
|
||||
} else {
|
||||
this->dyna.actor.flags &= ~0x80;
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_7;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -345,7 +345,7 @@ void BgHakaGate_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
BgHakaGate* this = (BgHakaGate*)thisx;
|
||||
MtxF currentMtxF;
|
||||
|
||||
if ((thisx->flags & 0x80) == 0x80) {
|
||||
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_7)) {
|
||||
Gfx_DrawDListXlu(globalCtx, object_haka_objects_DL_00F1B0);
|
||||
} else {
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_haka_huta.h"
|
||||
#include "objects/object_hakach_objects/object_hakach_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgHakaHuta_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHakaHuta_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_hakach_objects/object_hakach_objects.h"
|
||||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
|
||||
#define FLAGS 0x000000B0
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_7)
|
||||
|
||||
void BgHakaMegane_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHakaMegane_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -109,10 +109,10 @@ void func_8087DBF0(BgHakaMegane* this, GlobalContext* globalCtx) {
|
|||
Actor* thisx = &this->dyna.actor;
|
||||
|
||||
if (globalCtx->actorCtx.unk_03 != 0) {
|
||||
thisx->flags |= 0x80;
|
||||
thisx->flags |= ACTOR_FLAG_7;
|
||||
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
|
||||
} else {
|
||||
thisx->flags &= ~0x80;
|
||||
thisx->flags &= ~ACTOR_FLAG_7;
|
||||
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
|
||||
}
|
||||
}
|
||||
|
@ -129,7 +129,7 @@ void BgHakaMegane_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
void BgHakaMegane_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
BgHakaMegane* this = (BgHakaMegane*)thisx;
|
||||
|
||||
if ((thisx->flags & 0x80) == 0x80) {
|
||||
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_7)) {
|
||||
Gfx_DrawDListXlu(globalCtx, sDLists[thisx->params]);
|
||||
} else {
|
||||
Gfx_DrawDListOpa(globalCtx, sDLists[thisx->params]);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_haka_meganebg.h"
|
||||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHakaMeganeBG_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -64,7 +64,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
if (thisx->params == 2) {
|
||||
DynaPolyActor_Init(&this->dyna, DPM_UNK3);
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
CollisionHeader_GetVirtual(&object_haka_objects_Col_005334, &colHeader);
|
||||
this->actionFunc = func_8087E258;
|
||||
} else {
|
||||
|
@ -72,7 +72,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
if (thisx->params == 0) {
|
||||
CollisionHeader_GetVirtual(&object_haka_objects_Col_009168, &colHeader);
|
||||
thisx->flags |= 0x80;
|
||||
thisx->flags |= ACTOR_FLAG_7;
|
||||
this->unk_16A = 20;
|
||||
this->actionFunc = func_8087DFF8;
|
||||
} else if (thisx->params == 3) {
|
||||
|
@ -83,7 +83,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc = func_8087E34C;
|
||||
thisx->world.pos.y = thisx->home.pos.y;
|
||||
} else {
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
this->actionFunc = func_8087E288;
|
||||
}
|
||||
} else {
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
#include "objects/object_ice_objects/object_ice_objects.h"
|
||||
|
||||
#define FLAGS 0x00000011
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4)
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ SCYTHE_TRAP_SHADOW_TEMPLE,
|
||||
|
@ -142,7 +142,7 @@ void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
thisx->params = (thisx->params >> 8) & 0xFF;
|
||||
|
||||
if (this->unk_151 != 0) {
|
||||
thisx->flags |= 0x80;
|
||||
thisx->flags |= ACTOR_FLAG_7;
|
||||
}
|
||||
|
||||
Collider_InitTris(globalCtx, colliderScythe);
|
||||
|
@ -170,7 +170,7 @@ void BgHakaSgami_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
|
||||
if (thisx->params == SCYTHE_TRAP_SHADOW_TEMPLE) {
|
||||
this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_HAKA_OBJECTS);
|
||||
thisx->flags &= ~1;
|
||||
thisx->flags &= ~ACTOR_FLAG_0;
|
||||
} else {
|
||||
this->requiredObjBankIndex = Object_GetIndex(&globalCtx->objectCtx, OBJECT_ICE_OBJECTS);
|
||||
this->colliderScytheCenter.dim.radius = 30;
|
||||
|
@ -200,7 +200,7 @@ void BgHakaSgami_SetupSpin(BgHakaSgami* this, GlobalContext* globalCtx) {
|
|||
this->actor.objBankIndex = this->requiredObjBankIndex;
|
||||
this->actor.draw = BgHakaSgami_Draw;
|
||||
this->timer = SCYTHE_SPIN_TIME;
|
||||
this->actor.flags &= ~0x10;
|
||||
this->actor.flags &= ~ACTOR_FLAG_4;
|
||||
this->actionFunc = BgHakaSgami_Spin;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_haka_ship.h"
|
||||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgHakaShip_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHakaShip_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_haka_trap.h"
|
||||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHakaTrap_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHakaTrap_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -131,7 +131,7 @@ void BgHakaTrap_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc = func_80880484;
|
||||
} else {
|
||||
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
|
||||
if (thisx->params == HAKA_TRAP_SPIKED_BOX) {
|
||||
CollisionHeader_GetVirtual(&object_haka_objects_Col_009CD0, &colHeader);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgHakaTubo_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHakaTubo_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_haka_water.h"
|
||||
#include "objects/object_hakach_objects/object_hakach_objects.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgHakaWater_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHakaWater_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_hakach_objects/object_hakach_objects.h"
|
||||
#include "objects/object_haka_objects/object_haka_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
typedef enum {
|
||||
/* 0x0 */ STA_GIANT_BIRD_STATUE,
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_heavy_object/object_heavy_object.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
#define PIECE_FLAG_HIT_FLOOR (1 << 0)
|
||||
|
||||
|
@ -75,7 +75,7 @@ void BgHeavyBlock_InitPiece(BgHeavyBlock* this, f32 scale) {
|
|||
void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, GlobalContext* globalCtx) {
|
||||
s32 pad[2];
|
||||
CollisionHeader* colHeader = NULL;
|
||||
this->dyna.actor.flags |= 0x20030;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_17;
|
||||
DynaPolyActor_Init(&this->dyna, DPM_UNK);
|
||||
CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader);
|
||||
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
|
||||
|
@ -99,7 +99,7 @@ void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc = BgHeavyBlock_MovePiece;
|
||||
BgHeavyBlock_InitPiece(this, 1.0f);
|
||||
this->timer = 120;
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
this->unk_164.y = -50.0f;
|
||||
break;
|
||||
case HEAVYBLOCK_SMALL_PIECE:
|
||||
|
@ -107,7 +107,7 @@ void BgHeavyBlock_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actionFunc = BgHeavyBlock_MovePiece;
|
||||
BgHeavyBlock_InitPiece(this, 2.0f);
|
||||
this->timer = 120;
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
this->unk_164.y = -20.0f;
|
||||
break;
|
||||
case HEAVYBLOCK_BREAKABLE:
|
||||
|
@ -469,7 +469,7 @@ void BgHeavyBlock_Land(BgHeavyBlock* this, GlobalContext* globalCtx) {
|
|||
break;
|
||||
}
|
||||
} else {
|
||||
this->dyna.actor.flags &= ~0x30;
|
||||
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
|
||||
this->actionFunc = BgHeavyBlock_DoNothing;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_curtain.h"
|
||||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgHidanCurtain_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanCurtain_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_dalm.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanDalm_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanDalm_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -138,7 +138,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, GlobalContext* globalCtx) {
|
|||
this->dyna.actor.world.pos.z += 32.5f * Math_CosS(this->dyna.actor.world.rot.y);
|
||||
|
||||
func_8002DF54(globalCtx, &this->dyna.actor, 8);
|
||||
this->dyna.actor.flags |= 0x10;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_4;
|
||||
this->actionFunc = BgHidanDalm_Shrink;
|
||||
this->dyna.actor.bgCheckFlags &= ~2;
|
||||
this->dyna.actor.bgCheckFlags &= ~8;
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_firewall.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanFirewall_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanFirewall_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_fslift.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgHidanFslift_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanFslift_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ FWBIG_MOVE,
|
||||
|
@ -94,7 +94,7 @@ void BgHidanFwbig_Init(Actor* thisx, GlobalContext* globalCtx2) {
|
|||
BgHidanFwbig_UpdatePosition(this);
|
||||
Actor_SetScale(&this->actor, 0.15f);
|
||||
this->collider.dim.height = 230;
|
||||
this->actor.flags |= 0x10;
|
||||
this->actor.flags |= ACTOR_FLAG_4;
|
||||
this->moveState = FWBIG_MOVE;
|
||||
this->actionFunc = BgHidanFwbig_WaitForPlayer;
|
||||
this->actor.world.pos.y = this->actor.home.pos.y - (2400.0f * this->actor.scale.y);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_hamstep.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanHamstep_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanHamstep_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_hrock.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanHrock_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanHrock_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -125,7 +125,7 @@ void BgHidanHrock_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
} else {
|
||||
if (thisx->params == 0) {
|
||||
thisx->flags |= 0x30;
|
||||
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
|
||||
thisx->uncullZoneForward = 3000.0f;
|
||||
}
|
||||
this->actionFunc = func_808896B8;
|
||||
|
@ -184,7 +184,7 @@ void func_8088960C(BgHidanHrock* this, GlobalContext* globalCtx) {
|
|||
this->dyna.actor.velocity.y++;
|
||||
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
|
||||
this->dyna.actor.flags &= ~0x30;
|
||||
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
|
||||
if (this->dyna.actor.params == 0) {
|
||||
|
@ -203,7 +203,7 @@ void func_808896B8(BgHidanHrock* this, GlobalContext* globalCtx) {
|
|||
if (this->collider.base.acFlags & 2) {
|
||||
this->collider.base.acFlags &= ~2;
|
||||
this->actionFunc = func_808894B0;
|
||||
this->dyna.actor.flags |= 0x10;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_4;
|
||||
|
||||
if (this->dyna.actor.params == 0) {
|
||||
this->dyna.actor.room = -1;
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_kousi.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgHidanKousi_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanKousi_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ CRACKED_STONE_FLOOR,
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_rock.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanRock_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanRock_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -91,7 +91,7 @@ void BgHidanRock_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
} else {
|
||||
this->actionFunc = func_8088B268;
|
||||
}
|
||||
thisx->flags |= 0x30;
|
||||
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
|
||||
CollisionHeader_GetVirtual(&gFireTempleStoneBlock1Col, &colHeader);
|
||||
} else {
|
||||
CollisionHeader_GetVirtual(&gFireTempleStoneBlock2Col, &colHeader);
|
||||
|
@ -114,7 +114,7 @@ void BgHidanRock_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
void func_8088B24C(BgHidanRock* this) {
|
||||
this->dyna.actor.flags |= 0x30;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
|
||||
this->actionFunc = func_8088B990;
|
||||
}
|
||||
|
||||
|
@ -247,7 +247,7 @@ void func_8088B79C(BgHidanRock* this, GlobalContext* globalCtx) {
|
|||
} else {
|
||||
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 15.0f;
|
||||
this->actionFunc = func_8088B90C;
|
||||
this->dyna.actor.flags &= ~0x30;
|
||||
this->dyna.actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_5);
|
||||
}
|
||||
|
||||
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_rsekizou.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanRsekizou_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanRsekizou_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_sekizou.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanSekizou_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanSekizou_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_sima.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgHidanSima_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanSima_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hidan_syoku.h"
|
||||
#include "objects/object_hidan_objects/object_hidan_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgHidanSyoku_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgHidanSyoku_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_ice_objects.h"
|
||||
#include "objects/object_ice_objects/object_ice_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgIceObjects_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgIceObjects_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -141,7 +141,7 @@ void BgIceObjects_Idle(BgIceObjects* this, GlobalContext* globalCtx) {
|
|||
if ((this->dyna.unk_150 > 0.0f) && !Player_InCsMode(globalCtx)) {
|
||||
BgIceObjects_SetNextTarget(this, globalCtx);
|
||||
if (Actor_WorldDistXZToPoint(thisx, &this->targetPos) > 1.0f) {
|
||||
thisx->flags |= 0x10;
|
||||
thisx->flags |= ACTOR_FLAG_4;
|
||||
func_8002DF54(globalCtx, thisx, 8);
|
||||
thisx->params = 1;
|
||||
this->actionFunc = BgIceObjects_Slide;
|
||||
|
@ -169,7 +169,7 @@ void BgIceObjects_Slide(BgIceObjects* this, GlobalContext* globalCtx) {
|
|||
this->targetPos.x = thisx->world.pos.x;
|
||||
this->targetPos.z = thisx->world.pos.z;
|
||||
if (thisx->velocity.y <= 0.0f) {
|
||||
thisx->flags &= ~0x10;
|
||||
thisx->flags &= ~ACTOR_FLAG_4;
|
||||
}
|
||||
thisx->params = 0;
|
||||
func_8002DF54(globalCtx, thisx, 7);
|
||||
|
@ -206,7 +206,7 @@ void BgIceObjects_Reset(BgIceObjects* this, GlobalContext* globalCtx) {
|
|||
this->dyna.unk_150 = 0.0f;
|
||||
}
|
||||
if (Math_StepToF(&thisx->world.pos.y, thisx->home.pos.y, 1.0f)) {
|
||||
thisx->flags &= ~0x10;
|
||||
thisx->flags &= ~ACTOR_FLAG_4;
|
||||
Math_Vec3f_Copy(&this->targetPos, &thisx->home.pos);
|
||||
this->actionFunc = BgIceObjects_Idle;
|
||||
thisx->speedXZ = 0.0f;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#include "z_bg_ice_shelter.h"
|
||||
#include "objects/object_ice_objects/object_ice_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgIceShelter_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgIceShelter_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_ice_shutter.h"
|
||||
#include "objects/object_ice_objects/object_ice_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgIceShutter_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgIceShutter_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_ice_turara.h"
|
||||
#include "objects/object_ice_objects/object_ice_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgIceTurara_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgIceTurara_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_ingate.h"
|
||||
#include "objects/object_ingate/object_ingate.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgInGate_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgInGate_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_jya_1flift.h"
|
||||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgJya1flift_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJya1flift_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_jya_amishutter.h"
|
||||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgJyaAmishutter_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaAmishutter_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_jya_bigmirror.h"
|
||||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgJyaBigmirror_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaBigmirror_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_jya_block.h"
|
||||
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgJyaBlock_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaBlock_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#include "z_bg_jya_bombchuiwa.h"
|
||||
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
|
||||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
#define FLAGS 0x00000001
|
||||
#define FLAGS ACTOR_FLAG_0
|
||||
|
||||
void BgJyaBombchuiwa_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaBombchuiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -162,7 +162,7 @@ void BgJyaBombchuiwa_CleanUpAfterExplosion(BgJyaBombchuiwa* this, GlobalContext*
|
|||
BgJyaBombchuiwa_SetDrawFlags(this, 4);
|
||||
this->lightRayIntensity = 0.3f;
|
||||
this->timer = 0;
|
||||
this->actor.flags &= ~1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
}
|
||||
|
||||
void func_808949B8(BgJyaBombchuiwa* this, GlobalContext* globalCtx) {
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgJyaBombiwa_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaBombiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgJyaCobra_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaCobra_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "z_bg_jya_goroiwa.h"
|
||||
#include "objects/object_goroiwa/object_goroiwa.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgJyaGoroiwa_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaGoroiwa_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
|
||||
#include "objects/object_jya_iron/object_jya_iron.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgJyaHaheniron_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaHaheniron_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_jya_iron/object_jya_iron.h"
|
||||
#include "overlays/actors/ovl_En_Ik/z_en_ik.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
typedef void (*BgJyaIronobjIkFunc)(BgJyaIronobj*, GlobalContext*, EnIk*);
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_jya_kanaami.h"
|
||||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgJyaKanaami_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaKanaami_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_jya_lift.h"
|
||||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgJyaLift_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaLift_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
|
||||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgJyaMegami_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaMegami_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/object_jya_obj/object_jya_obj.h"
|
||||
#include "vt.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgJyaZurerukabe_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgJyaZurerukabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_menkuri_eye.h"
|
||||
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
|
||||
|
||||
#define FLAGS 0x00000020
|
||||
#define FLAGS ACTOR_FLAG_5
|
||||
|
||||
void BgMenkuriEye_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMenkuriEye_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_menkuri_kaiten.h"
|
||||
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgMenkuriKaiten_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMenkuriKaiten_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_menkuri_nisekabe.h"
|
||||
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgMenkuriNisekabe_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMenkuriNisekabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -41,9 +41,9 @@ void BgMenkuriNisekabe_Update(Actor* thisx, GlobalContext* globalCtx) {
|
|||
BgMenkuriNisekabe* this = (BgMenkuriNisekabe*)thisx;
|
||||
|
||||
if (globalCtx->actorCtx.unk_03 != 0) {
|
||||
this->actor.flags |= 0x80;
|
||||
this->actor.flags |= ACTOR_FLAG_7;
|
||||
} else {
|
||||
this->actor.flags &= ~0x80;
|
||||
this->actor.flags &= ~ACTOR_FLAG_7;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,7 +51,7 @@ void BgMenkuriNisekabe_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
BgMenkuriNisekabe* this = (BgMenkuriNisekabe*)thisx;
|
||||
u32 index = this->actor.params & 0xFF;
|
||||
|
||||
if ((this->actor.flags & 0x80) == 0x80) {
|
||||
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
|
||||
Gfx_DrawDListXlu(globalCtx, sDLists[index]);
|
||||
} else {
|
||||
Gfx_DrawDListOpa(globalCtx, sDLists[index]);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.h"
|
||||
#include "objects/object_mizu_objects/object_mizu_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgMizuBwall_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMizuBwall_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.h"
|
||||
#include "objects/object_mizu_objects/object_mizu_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
#define MOVEBG_TYPE(params) (((u16)(params) >> 0xC) & 0xF)
|
||||
#define MOVEBG_FLAGS(params) ((u16)(params)&0x3F)
|
||||
|
@ -310,7 +310,7 @@ void func_8089E318(BgMizuMovebg* this, GlobalContext* globalCtx) {
|
|||
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + sp28.x;
|
||||
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + sp28.y;
|
||||
this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + sp28.z;
|
||||
this->dyna.actor.child->flags &= ~1;
|
||||
this->dyna.actor.child->flags &= ~ACTOR_FLAG_0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#include "z_bg_mizu_shutter.h"
|
||||
#include "objects/object_mizu_objects/object_mizu_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
#define SIZE_PARAM (((u16)this->dyna.actor.params >> 0xC) & 0xF)
|
||||
#define TIMER_PARAM (((u16)this->dyna.actor.params >> 6) & 0x3F)
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mizu_uzu.h"
|
||||
#include "objects/object_mizu_objects/object_mizu_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgMizuUzu_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMizuUzu_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mizu_water.h"
|
||||
#include "objects/object_mizu_objects/object_mizu_objects.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgMizuWater_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMizuWater_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#include "objects/object_mjin_flash/object_mjin_flash.h"
|
||||
#include "objects/object_mjin_oka/object_mjin_oka.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgMjin_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMjin_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -78,7 +78,7 @@ void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
|
|||
|
||||
if (Object_IsLoaded(&globalCtx->objectCtx, this->objBankIndex)) {
|
||||
colHeader = NULL;
|
||||
this->dyna.actor.flags &= ~0x10;
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
||||
this->dyna.actor.objBankIndex = this->objBankIndex;
|
||||
Actor_SetObjectDependency(globalCtx, &this->dyna.actor);
|
||||
DynaPolyActor_Init(&this->dyna, 0);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mori_bigst.h"
|
||||
#include "objects/object_mori_objects/object_mori_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgMoriBigst_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriBigst_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#include "z_bg_mori_elevator.h"
|
||||
#include "objects/object_mori_objects/object_mori_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgMoriElevator_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriElevator_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mori_hashigo.h"
|
||||
#include "objects/object_mori_objects/object_mori_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgMoriHashigo_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriHashigo_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -134,7 +134,7 @@ s32 BgMoriHashigo_SpawnLadder(BgMoriHashigo* this, GlobalContext* globalCtx) {
|
|||
|
||||
s32 BgMoriHashigo_InitClasp(BgMoriHashigo* this, GlobalContext* globalCtx) {
|
||||
Actor_ProcessInitChain(&this->dyna.actor, sInitChainClasp);
|
||||
this->dyna.actor.flags |= 1;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_0;
|
||||
Actor_SetFocus(&this->dyna.actor, 55.0f);
|
||||
BgMoriHashigo_InitCollider(this, globalCtx);
|
||||
if ((this->dyna.actor.params == HASHIGO_CLASP) && !BgMoriHashigo_SpawnLadder(this, globalCtx)) {
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mori_hashira4.h"
|
||||
#include "objects/object_mori_objects/object_mori_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
void BgMoriHashira4_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriHashira4_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
#include "objects/object_mori_hineri2a/object_mori_hineri2a.h"
|
||||
#include "objects/object_mori_tex/object_mori_tex.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgMoriHineri_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriHineri_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mori_idomizu.h"
|
||||
#include "objects/object_mori_objects/object_mori_objects.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgMoriIdomizu_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriIdomizu_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mori_kaitenkabe.h"
|
||||
#include "objects/object_mori_objects/object_mori_objects.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgMoriKaitenkabe_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriKaitenkabe_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_mori_rakkatenjo.h"
|
||||
#include "objects/object_mori_objects/object_mori_objects.h"
|
||||
|
||||
#define FLAGS 0x00000030
|
||||
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
|
||||
|
||||
void BgMoriRakkatenjo_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgMoriRakkatenjo_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_po_event.h"
|
||||
#include "objects/object_po_sisters/object_po_sisters.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgPoEvent_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgPoEvent_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
@ -155,7 +155,7 @@ void BgPoEvent_InitBlocks(BgPoEvent* this, GlobalContext* globalCtx) {
|
|||
CollisionHeader* colHeader = NULL;
|
||||
s32 bgId;
|
||||
|
||||
this->dyna.actor.flags |= 0x30;
|
||||
this->dyna.actor.flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
|
||||
CollisionHeader_GetVirtual(&gPoSistersAmyBlockCol, &colHeader);
|
||||
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
|
||||
if ((this->type == 0) && (this->index != 3)) {
|
||||
|
@ -308,7 +308,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, GlobalContext* globalCtx) {
|
|||
|
||||
this->dyna.actor.velocity.y++;
|
||||
if (Math_StepToF(&this->dyna.actor.world.pos.y, 433.0f, this->dyna.actor.velocity.y)) {
|
||||
this->dyna.actor.flags &= ~0x20;
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_5;
|
||||
this->dyna.actor.velocity.y = 0.0f;
|
||||
sBlocksAtRest++;
|
||||
if (this->type != 1) {
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "objects/object_syokudai/object_syokudai.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
typedef enum {
|
||||
POE_FLAME_PURPLE, // Meg
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_pushbox.h"
|
||||
#include "objects/object_pu_box/object_pu_box.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
#define FLAGS 0
|
||||
|
||||
void BgPushbox_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void BgPushbox_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_relay_objects.h"
|
||||
#include "objects/object_relay_objects/object_relay_objects.h"
|
||||
|
||||
#define FLAGS 0x00000010
|
||||
#define FLAGS ACTOR_FLAG_4
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ WINDMILL_ROTATING_GEAR,
|
||||
|
@ -62,7 +62,7 @@ void BgRelayObjects_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
func_800F5718();
|
||||
thisx->room = -1;
|
||||
thisx->flags |= 0x20;
|
||||
thisx->flags |= ACTOR_FLAG_5;
|
||||
if (D_808A9508 & 2) {
|
||||
thisx->params = 0xFF;
|
||||
Actor_Kill(thisx);
|
||||
|
@ -154,7 +154,7 @@ void func_808A9234(BgRelayObjects* this, GlobalContext* globalCtx) {
|
|||
return;
|
||||
}
|
||||
Flags_UnsetSwitch(globalCtx, this->switchFlag);
|
||||
this->dyna.actor.flags &= ~0x10;
|
||||
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
|
||||
if (globalCtx->roomCtx.curRoom.num == 4) {
|
||||
gSaveContext.timer1State = 0xF;
|
||||
}
|
||||
|
|
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Loading…
Add table
Reference in a new issue